Company of Heroes: Eastern Front

Author Topic: The Ostheer  (Read 33971 times)

Offline Loupblanc

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Re: The Ostheer
« Reply #60 on: January 03, 2010, 06:47:04 AM »
 Oh, hey. Good idea. I'd completely forgotten about the siren :)
 - As for the Stuka-G, why only that one? Bombs are nice too!!
 :)

 Glad to see you weighting the pros and cons :)
 Should never be pure 'My faction proposal is all queens!' ;)
 - Tiger Ace : Only one per battle?? Eehh... sure about that?
 I like having a heavy tank I can keep calling into battle.
 Tiger wasn't rare enough to be one per battle only, no?

 : Ok, how about this.
 You can call tiger ACE only once. But you can then
 call regular tigers after?
 : Tiger Ace couldn't be a god, then :) Just something
 with a subtle but nice bonus, like?

 (But weaker than King Tiger, for example)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Ryousan

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Re: The Ostheer
« Reply #61 on: January 03, 2010, 07:28:39 AM »
Well the idea about the "Black tiger" was that the Tiger a Tiger Ace, therefore comes with extra gear and with Elite Level all in one.

So it is an Elite Tiger armed to the teeth to turn the reds into shreds.

And for the Stuka and didnt say that didnt drop bombs: It does and besides and knocks out all the commie armor with its cannons
« Last Edit: January 03, 2010, 07:42:47 AM by Ryousan »
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline ford_prefect

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Re: The Ostheer
« Reply #62 on: January 03, 2010, 08:04:35 AM »
"turn the reds into shreds"
nice ryming

Offline Ryousan

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Re: The Ostheer
« Reply #63 on: January 03, 2010, 08:36:39 AM »
"turn the reds into shreds"
nice ryming

thanks ;D!!
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Aouch

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Re: The Ostheer
« Reply #64 on: January 03, 2010, 05:52:22 PM »
I like how you take the unit-pool and veterancy suggestion from Lord_Rommel into your concept but instead of pure copy'paste (like I did in my proposal), you improved them and made them stand out but yet still fitting into the whole proposal.
However, I really don't like the idea of HQ-trucks at all, only CW should have this special feature, but it's just my personal taste.  :)


So it is an Elite Tiger armed to the teeth to turn the reds into shreds.
Epic.  ;D
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!

Offline Venoxxis

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Re: The Ostheer
« Reply #65 on: January 03, 2010, 06:09:43 PM »
"turn the reds into shreds"
nice ryming

thanks ;D!!

haha yea  :P

good idea about the black tiger - ace.
Who wouldn't like to see a vehicle like this on the eastern front?



Also, a special ability could be added, the ability to shoot for a short period of time the the more powerfull "Panzergranate 40" to get the best armor penetrating abilities.



Offline Ryousan

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Re: The Ostheer
« Reply #66 on: January 03, 2010, 06:21:17 PM »
Extra abylities could be added to be the Black Tiger since the SS always had the best gear at their disposal.

However, I really don't like the idea of HQ-trucks at all, only CW should have this special feature, but it's just my personal taste.  :)

Well the whole truck thing is also my personal taste but I wanted to add more flavor to the Ostheer, have present that there are already two german forces with static HQs. I think the trucks give that special touch of "March, march, vorwarts nach Osten!!"
« Last Edit: January 03, 2010, 06:22:54 PM by Ryousan »
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Venoxxis

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Re: The Ostheer
« Reply #67 on: January 03, 2010, 06:38:32 PM »
Extra abylities could be added to be the Black Tiger since the SS always had the best gear at their disposal.

yea this is what i thought.


for the trucks .. in general, i like this idea as well, but i just dont want a german faction which is actually kinda british.
On the one hand it would destroy the british feeling, and on the other hand it wouldn't be really orignial for another  faction.
With serveral good new ideas which differs both "truck concepts" from each other, it would be still doable.
« Last Edit: January 03, 2010, 06:53:41 PM by Venoxxis »

Offline Ryousan

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Re: The Ostheer
« Reply #68 on: January 03, 2010, 10:11:47 PM »
With serveral good new ideas which differs both "truck concepts" from each other, it would be still doable.

Well in my Ostheer concept trucks play a different more important role, as everyone consider important to represent the Ostheer need of resources. Remember, Ostheer Units can only be upgraded near command trucks. British Units can do so in friendly territory but Ostheer units cant, they MUST be near a truck to buy weapons and stuff.

So besides helping you by securing points and producing units, the command trucks are importnat logisticals assets to the army and play a more important role. Without trucks there are no more  guns and no more guns means a trip straight to the gulags...
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline ford_prefect

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Re: The Ostheer
« Reply #69 on: January 04, 2010, 05:26:06 AM »
It's a shame I would never be able to see that tank if I was on the front...mostly because I would be running like a fucking Ninja far far away from in ;D

Offline Ryousan

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Re: The Ostheer
« Reply #70 on: January 04, 2010, 05:31:11 AM »
Ford. If you were a Russian the nearest commisar would shot you dead.  :o

By the way Venoxxis that is an awesome skin for the Tiger, where did you find it?
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Venoxxis

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Re: The Ostheer
« Reply #71 on: January 04, 2010, 12:34:50 PM »
its a part of the campaign,
you gotta blow it up in a mission.
it is awesome  :D


Offline Ryousan

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Re: The Ostheer
« Reply #72 on: January 04, 2010, 02:32:15 PM »
I think that skin the "Ace" part to "Tiger Ace". Is just way to perfect...
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline ford_prefect

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Re: The Ostheer
« Reply #73 on: January 05, 2010, 05:39:41 AM »
Ford. If you were a Russian the nearest commisar would shot you dead.  :o

By the way Venoxxis that is an awesome skin for the Tiger, where did you find it?
hmm a pistol or a 88mm cannon with a mg42 on it I'll take my chances with the pistol

Offline Ryousan

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Re: The Ostheer
« Reply #74 on: January 08, 2010, 04:28:03 AM »
Ok, here it comes. Yet another update to my Ostheer Concept ::) But what the hell? Its fun to design these things   :P


Special Features

*The Ostheer doesnt build up their buildings, they use their command trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.

*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resource bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


*Deployment Issues : Ostheer units are elite and very trained soldiers who are hard to replace every time after you deploy a new unit you will have to wait 210 seconds until you can deploy a new unit on the same command truck. But ostheer units have  faster deployment speed due the meticulous preparation for Barbarossa Unternehmen

*Resource Shortage: Osterheer units does not only reduce the income of manpower your recive ,Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from
your strategic points.A Swift Advance comes for a price...


*Veterancy: Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations or to field fresh troops recently who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy the the higher the experience the higher the price you have to pay. This also mean that upkeep of resources you have to pay is higher.

-Recruit level: No additional cost

-Veteran: 20% of additional cost +10 seconds of extra-cooldown

-Crack: 30% of additional cost + 30 seconds of extra-cooldown

-Elite: 40% of additional cost +60 extra-cooldown


HINT: Spahtrupp, Opel Blitz, Belagerung Engineers, Sturmpiooners and the Major cannot  be deployed
with additional veterancy.



Techtree

-Command Trucks Upgrades (Every command truck can be upgraded. Only one upgrade per command truck)

*Secured Resourcing: Now this command truck produce additional resources when securing a sector.

*Secured Supplies: This command truck reduce its cooldown  by 60 seconds.


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks. The  HQ doenst have to wait to eploy a new unit after every deplyment...


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting

*Opel Blitz: fast moving, unarmed transport truck. Can transport up to twelve soldiers.

-Can be upgraded to an Ambulence to heal neraby infantery and to clear nearby casualties. When it has recovered six soldiers it deploys a Grenadier Squad (grenadiers like the ones of the Origiinal CoH). Can throw Grenades but cannot be upgraded with heavy weapons.

 

-Command Trucks

*IMPORTANT: Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type
of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive and slow to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost  but lacking of the same firepower. Yor can freely mix the command trucks combinations who better fits your combat style, so can  choose to crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways


There can be only one type of truck per tier


TIER 1

-STURM KAMPFHANDLUNGEN LKW.

*Sturmgrenadiers: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP40 Sub-machinegun for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune to supression.


*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use tehir weapons. This does not include Heavy Weapons Teams whose weapons are difficult to operate from inside a vehicle


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded with a mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.


They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines



And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equipped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle greande



-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.

*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can construct:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


They can also bulid up defensive structures:

1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield



UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.


*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor [/i]

UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon which made them more fit for armored combat  but sacrificing ts anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens




-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.


*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*Kugelblitz: Self-propelled Anti-aircraft gun. Equipped with a couple of 30 mm Zwillingsflak, the Kugelblitz is able to deal perfectly against aircraft, infantery and light vehicles


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level"
for no additional cost


*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Nashorn: Heavy Tank Destroyer. Equipped with the fearsome 88 mm Pak 43/1 is able to takle down even the toughest of russian armor. It has a low firing rate and is rather slow when moving, but it can wipe out those russian tanks in long range 

*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Hauptmann calls in an off-map Heavy Artillery strike   



UPGRADES

-Elite Crews: All panzers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV

 
-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level"
for no additional cost


*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine

*Jagdpanzer IV: a Tank Destroyer build on the chassis of a Panzer IV fitted with a 7.5 cm PaK 39 L/48. It can use"Tungstene Shells" to pierce heavy armor and has the "Crippling Shot" special ability whick allows to inflict critical damage to enemy hehicles, damaging their treads, main weanponary or even inmovilize them.

*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune to supression


SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike   


UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power. All of them are upgraded with Armor Skirts, MG42s and are Veteran Level 


*PaK 42 L/70: All your Jagdpanzer IV will be upgraded with a PaK 42 L/70, the same gun as the Panther, althought this slightly reduces their movility.

Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  2 Points(400 Manpower, 8 Population): Calls in a Veteran Level SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MG34s, they have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its range become supressed.


*Black Tiger 5 Points(1300 Manpower 14 Population):
Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher. Only Once per battle




Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



FORTRESS OPERATIONS

Allows your Landerzug or Sturmtroopers to build up field defenses.


Fortress Tactics

 
*Festung Baumeister 2 Points: Deploy a three men squad of speacially trained combat pioneers who are experts in defensive operations.

Can Build Up:


-Trenches ( you can deploy your Mg and Anti-Tank Rifle teams into those)

-Minefields( a much larger version of the usual minefield)

-AT Outpost: A fortified position equipped with a 8.8 cm KwK 43.

*Devils Gardens 3 Points: Enables your Festung Baumeister to deploy a deadly combination of Anti-Tank and Anti-Personnal mines into their Mine Fields.

*sFH 18 4Points: Enables your Festung Baumeister to build the 15 cm schwere Feldhaubitze 18 to devastate the battelfield

Siege Tactics


*Artillery Spotters 3 Points: Your Spahtrupp can now call an artillery strike from your lefH 18 even if the the target
is beyond their normal range (Sàhtrupp must be able to see the target)


*Das Brummbar 4Points: Deploys a Sturmpanzer IV to crush enemy defenses (Limit 2).


*Morser Strike 5 Points: An off-map Karl-Gerat Siege Howitzer fires a single 60cm concrete-piercing shell into the designated area.


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: The cooldown of all your Panzerkommando and Feldunterstützungs command trucks
is reduced by 60 seconds

*Improved Coomand Trucks 3Points: Your command trucks are tougher, move faster and reduce 30 seconds from every cooldown 


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 4 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Cannot be more than Elephant on the battlefield at same time.
 
« Last Edit: January 12, 2010, 01:07:40 AM by Ryousan »
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0